Modules you recommend highly ?


Advice


In preparation for the end of 1E....I'm making sure any holes in AP's are filled....but was wondering if there are modules that are highly recommended ?
We generally do entire AP's...so I only have a smattering of modules.

What say ye ?


I really, REALLY, enjoyed running Iron Gods for my group. I have a tendency to edit the encounters to match my player's choice of power level and change certain events around in response to their unique play style, but overall it turned out great.


Right now I'm playing in a Reign of Winter game and running a Carrion Crown game and would recommend both.


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Guys those are APs not modules.

I can recommend the old 3.5 Paizo module "The Hangman's Noose". It's challenging -- a gauntlet with no chance to rest or recover spells, which is kinda harsh at 1st level. But it's super atmospheric and has a cool story. I've run it twice. Works well with a larger party or very experienced players.

Doug M.


Correct....I have pretty much all of the AP's.....I'm looking for modules that may be of interest ;)


Our group seemed to enjoy Feast of Ravenmoor, at least until the full-plate cavalier got their Strength hosed by bestow curse around the end of the module and there was no way to remove it in the vicinity. : ) Less of an issue if you're running the module as a one-shot.

I'm really looking forward to running The Ruby Phoenix Tournament as a side jaunt before the last book of Rise of the Runelords someday, particularly since it's pretty easy to hook the reason for participating in the tournament into one of the PC's story arcs and because

The Ruby Phoenix Tournament ending spoilers:
a potential prize at the end of the tournament is an arbitrary magic item of the players' choice, possibly including a minor artifact. I like the idea of the players having that kind of agency, especially since there's just no real time to craft really expensive stuff in most campaigns.


The House on Hook Street is one that I've read that I'm disappointed I have't had a chance to run yet.

It might take awhile, but I'd love to run it one of these days.


Someone started a 'must play' thread when the PF2 playtest was announced. As in, what modules must every play?

I went through the thread and culled all of the PFS scenarios that were mentioned by three or more posters, yielding this list:

#0-5: Mists of Mwangi
#0-6: Black Waters <---<<
#0-13: The Prince of Augustana

#1-38: No Plunder, No Pay <---<<
#1-40: Hall of Drunken Heroes

#2-12: Below the Silver Tarn <---<<
#2-18: Forbidden Furnace of Forgotten Koor
#2-21: The Dalsine Affair <---<<

#3-01: The Forstfur Captives
#3-02: Sewer Dragons of Absalom <---<<
#3-05: Tide of Twilight
#3-15: Haunting of Hinojai
#3-21: Temple of Empyreal Enlightenment

#4-01: Rise of the Goblin Guild
#4-03: Golemworks Incident
#4-19: The Nightmarch of Kalkemedes <---<<

#5-00: Siege of the Diamond City
#5-09: The Traitor's Lodge
#5-11: Library of the Lion
#5-13: Weapon in the Rift

#6-04: Beacon Below
#6-19: Test of Tar-Kuata

#7-05: School of Spirits <---<<
#7-17: Thralls of the Shattered God
#7-19: Labyrinth of Hungry Ghosts
#7-23: Abducted in Aether

#8-06: Reaping What We Sow
#8-13: What Sleeps in Stone
#8-25: Unleashing the Untouchable

Anything with an '<---<<' after it is something I have played. I personally vouch for all of them. But if I had to pick just one of them, then #4-19: The Nightmarch of Kalkemedes.

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